A map editor that runs in the browser and ends in a playable Godot scene, built because blocking out large game worlds by hand in-engine was the slowest part of our game work.
What it does
Terrain sculpting and painting, stamp shapes, road and river splines, lakes at any height, and prop scatter with instancing that stays smooth at thousands of props. Maps scale up to ten miles a side with chunk-streamed export for larger worlds. A play mode lets you walk the map in the browser before exporting anything.
AI generation
A generate step drives terrain from a text prompt, with an edit mode for the current map and a four-variation picker. It can also round-trip through a local image-generation pipeline for heightmap work.
The export
One click produces a drop-in Godot 4 scene: terrain mesh, water shader, heightmap collision, and a playable player rig placed at the spawn flag. A live-link addon syncs edits into a running Godot editor. It feeds our own game projects, which is the point.